Editing Weapon Guide

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Ranged Weapon Stats
 
Ranged Weapon Stats
 
*'''Accuracy''': For 2 weapons with the same DPS, a more accurate weapon hits targets more consistently. Certain weapons are more accurate at certain ranges. The pawn stat, [[Shooting Accuracy]], is separate to the accuracy of the weapon itself. For a full breakdown of mechanics see: [[Weapons#Accuracy|Weapons]]. Due to the specific mechanics of the Shooting Accuracy stat, weapons that deal the majority of their DPS at closer ranges lose less of their DPS than those that do less damage close up but more evenly spread their DPS across a wide band of ranges. Thus, weapons in the former category are considered "skill friendly", and those in latter are best relegated to pawns with high shooting accuracies.  
 
*'''Accuracy''': For 2 weapons with the same DPS, a more accurate weapon hits targets more consistently. Certain weapons are more accurate at certain ranges. The pawn stat, [[Shooting Accuracy]], is separate to the accuracy of the weapon itself. For a full breakdown of mechanics see: [[Weapons#Accuracy|Weapons]]. Due to the specific mechanics of the Shooting Accuracy stat, weapons that deal the majority of their DPS at closer ranges lose less of their DPS than those that do less damage close up but more evenly spread their DPS across a wide band of ranges. Thus, weapons in the former category are considered "skill friendly", and those in latter are best relegated to pawns with high shooting accuracies.  
*'''Range''': How far a ranged weapon can fire. Whether firing from this range is actually effective is another story.
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*'''Range''': How far a ranged weapon can fire. Whenever firing from this range is actually effective is another story.
 
*'''Firing Cycle''': Firerate of a ranged weapon - the combination of warmup, cooldown, and firing time. For the same DPS, a lower firing cycle makes a weapon more flexible, and better for kiting strategies.
 
*'''Firing Cycle''': Firerate of a ranged weapon - the combination of warmup, cooldown, and firing time. For the same DPS, a lower firing cycle makes a weapon more flexible, and better for kiting strategies.
 
*'''Stopping power:''' A stopping power of 1 or more can stagger, or slow, humans and human-sized enemies. Specifically, if stopping power >= body size, then the enemy will be slowed.
 
*'''Stopping power:''' A stopping power of 1 or more can stagger, or slow, humans and human-sized enemies. Specifically, if stopping power >= body size, then the enemy will be slowed.
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===Rifles & SMG===
 
===Rifles & SMG===
 
Rifle-class weapons are generalist weapons, dealing great damage at any range.
 
Rifle-class weapons are generalist weapons, dealing great damage at any range.
* {{Icon small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. They are very good when outside a [[killbox]] (such as repelling breachers and sappers), and respectable inside of one. If you don't need a [[sniper rifle]]'s range, they are the best general weapon for [[kiting]]. Somewhat skill friendly.
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* {{Icon small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. The best weapon for [[kiting]], assault rifles are very good when outside a [[killbox]] (such as repelling breachers and sappers), and respectable inside of one. Somewhat skill friendly.
 
* {{Icon small|Heavy SMG|24}} [[Heavy SMG]]s are skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. SMGs are best for low-skill shooters, mostly due to closer range. They can outdamage even charge rifles at <10 tiles, without the hard range restrictions of a chain shotgun.
 
* {{Icon small|Heavy SMG|24}} [[Heavy SMG]]s are skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. SMGs are best for low-skill shooters, mostly due to closer range. They can outdamage even charge rifles at <10 tiles, without the hard range restrictions of a chain shotgun.
 
* {{Icon small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger, and with high {{AP}}, but with shorter range and less accuracy. Charge rifles are the strongest weapon in a [[killbox]] that can remain flexible outside of one.
 
* {{Icon small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger, and with high {{AP}}, but with shorter range and less accuracy. Charge rifles are the strongest weapon in a [[killbox]] that can remain flexible outside of one.
  
In general, these weapons are great for base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. Assault rifles are the overall best weapon outside of a killbox, charge rifles deal the most damage of the three, and SMGs are best at lower skill.
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In general, these weapons are great for base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. Assault rifles are the overall best weapon outside of a kill, charge rifles deal the most damage of the three, and SMGs are best at lower skill.
  
 
===LMG & Minigun===
 
===LMG & Minigun===

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